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This commit is contained in:
693
engines/avalanche/shootemup.cpp
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693
engines/avalanche/shootemup.cpp
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@@ -0,0 +1,693 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the original source code of Lord Avalot d'Argent version 1.3.
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* Copyright (c) 1994-1995 Mike, Mark and Thomas Thurman.
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*/
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#include "avalanche/avalanche.h"
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#include "avalanche/shootemup.h"
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#include "common/random.h"
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#include "common/system.h"
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namespace Avalanche {
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const byte ShootEmUp::kStocks = 27;
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const byte ShootEmUp::kAvvyShoots = 86;
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const byte ShootEmUp::kFacingRight = 87;
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const byte ShootEmUp::kFacingLeft = 93;
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const long int ShootEmUp::kFlag = -20047;
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const byte ShootEmUp::kFrameDelayMax = 2;
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const byte ShootEmUp::kAvvyY = 150;
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const byte ShootEmUp::kShooting[7] = { 86, 79, 80, 81, 80, 79, 86 };
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const byte ShootEmUp::kTimesASecond = 18;
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const byte ShootEmUp::kFlashTime = 20; // If flash_time is <= this, the word "time" will flash. Should be about 20.
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const byte ShootEmUp::kLeftMargin = 10;
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const int16 ShootEmUp::kRightMargin = 605;
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ShootEmUp::ShootEmUp(AvalancheEngine *vm) {
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_vm = vm;
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_time = 120;
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for (int i = 0; i < 7; i++)
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_stockStatus[i] = 0;
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for (int i = 0; i < 99; i++) {
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_sprites[i]._ix = 0;
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_sprites[i]._iy = 0;
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_sprites[i]._x = kFlag;
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_sprites[i]._y = 0;
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_sprites[i]._p = 0;
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_sprites[i]._timeout = 0;
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_sprites[i]._cameo = false;
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_sprites[i]._cameoFrame = 0;
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_sprites[i]._missile = false;
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_sprites[i]._wipe = false;
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}
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_rectNum = 0;
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_avvyWas = 320;
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_avvyPos = 320;
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_avvyAnim = 1;
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_avvyFacing = kFacingLeft;
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_altWasPressedBefore = false;
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_throwNext = 73;
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_firing = false;
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for (int i = 0; i < 4; i++) {
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_running[i]._x = kFlag;
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_running[i]._y = 0;
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_running[i]._frame = 0;
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_running[i]._tooHigh = 0;
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_running[i]._lowest = 0;
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_running[i]._ix = 0;
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_running[i]._iy = 0;
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_running[i]._frameDelay = 0;
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}
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for (int i = 0; i < 7; i++)
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_hasEscaped[i] = false;
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_count321 = 255; // Counting down.
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_howManyHaveEscaped = 0;
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_escapeCount = 0;
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_escaping = false;
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_timeThisSecond = 0;
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_cp = false;
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_wasFacing = 0;
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_score = 0;
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_escapeStock = 0;
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_gotOut = false;
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}
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uint16 ShootEmUp::run() {
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CursorMan.showMouse(false);
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_vm->_graphics->saveScreen();
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_vm->fadeOut();
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_vm->_graphics->seuDrawTitle();
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_vm->fadeIn();
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_vm->_graphics->seuLoad();
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// Should we show the instructions?
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while (!_vm->shouldQuit()) {
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Common::Event event;
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_vm->getEvent(event);
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if (event.type == Common::EVENT_KEYDOWN) {
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if ((event.kbd.keycode == Common::KEYCODE_i) || (event.kbd.keycode == Common::KEYCODE_F1))
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instructions();
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break; // We don't show the instructions and simply go on with the minigame if not I or F1 was pressed.
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}
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}
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setup();
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while ((_time != 0) && (!_vm->shouldQuit())) {
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uint32 beginLoop = _vm->_system->getMillis();
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blankIt();
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hitPeople();
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plotThem();
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moveThem();
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moveAvvy();
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bumpFolk();
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peopleRunning();
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animate();
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escapeCheck();
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collisionCheck();
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updateTime();
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check321();
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readKbd();
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_cp = !_cp;
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_vm->_graphics->refreshScreen();
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uint32 delay = _vm->_system->getMillis() - beginLoop;
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if (delay <= 55)
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_vm->_system->delayMillis(55 - delay); // Replaces slowdown(); 55 comes from 18.2 Hz (B Flight).
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};
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_vm->fadeOut();
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_vm->_graphics->restoreScreen();
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_vm->_graphics->removeBackup();
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_vm->fadeIn();
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CursorMan.showMouse(true);
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return _score;
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}
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bool ShootEmUp::overlap(uint16 a1x, uint16 a1y, uint16 a2x, uint16 a2y, uint16 b1x, uint16 b1y, uint16 b2x, uint16 b2y) {
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// By De Morgan's law:
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return (a2x >= b1x) && (b2x >= a1x) && (a2y >= b1y) && (b2y >= a1y);
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}
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byte ShootEmUp::getStockNumber(byte index) {
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while (_hasEscaped[index]) {
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index++;
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if (index == 7)
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index = 0;
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}
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return index;
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}
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void ShootEmUp::blankIt() {
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for (int i = 0; i < _rectNum; i++)
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_vm->_graphics->drawFilledRectangle(_rectangles[i], kColorBlack);
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_rectNum = 0;
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}
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void ShootEmUp::moveThem() {
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for (int i = 0; i < 99; i++) {
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if (_sprites[i]._x != kFlag) {
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_sprites[i]._x += _sprites[i]._ix;
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_sprites[i]._y += _sprites[i]._iy;
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}
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}
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}
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void ShootEmUp::blank(Common::Rect rect) {
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_rectangles[_rectNum++] = rect;
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}
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void ShootEmUp::plotThem() {
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for (int i = 0; i < 99; i++) {
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if (_sprites[i]._x != kFlag) {
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if (_sprites[i]._cameo) {
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_vm->_graphics->seuDrawCameo(_sprites[i]._x, _sprites[i]._y, _sprites[i]._p, _sprites[i]._cameoFrame);
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if (!_cp) {
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_sprites[i]._cameoFrame += 2;
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_sprites[i]._p += 2;
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}
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} else
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_vm->_graphics->seuDrawPicture(_sprites[i]._x, _sprites[i]._y, _sprites[i]._p);
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if (_sprites[i]._wipe)
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blank(Common::Rect(_sprites[i]._x, _sprites[i]._y, _sprites[i]._x + _vm->_graphics->seuGetPicWidth(_sprites[i]._p), _sprites[i]._y + _vm->_graphics->seuGetPicHeight(_sprites[i]._p)));
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if (_sprites[i]._timeout > 0) {
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_sprites[i]._timeout--;
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if (_sprites[i]._timeout == 0)
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_sprites[i]._x = kFlag;
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}
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}
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}
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}
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void ShootEmUp::define(int16 x, int16 y, int8 p, int8 ix, int8 iy, int16 time, bool isAMissile, bool doWeWipe) {
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for (int i = 0; i < 99; i++) {
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if (_sprites[i]._x == kFlag) {
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_sprites[i]._x = x;
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_sprites[i]._y = y;
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_sprites[i]._p = p;
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_sprites[i]._ix = ix;
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_sprites[i]._iy = iy;
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_sprites[i]._timeout = time;
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_sprites[i]._cameo = false;
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_sprites[i]._missile = isAMissile;
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_sprites[i]._wipe = doWeWipe;
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return;
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}
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}
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}
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void ShootEmUp::defineCameo(int16 x, int16 y, int8 p, int16 time) {
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for (int i = 0; i < 99; i++) {
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if (_sprites[i]._x == kFlag) {
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_sprites[i]._x = x;
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_sprites[i]._y = y;
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_sprites[i]._p = p;
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_sprites[i]._ix = 0;
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_sprites[i]._iy = 0;
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_sprites[i]._timeout = time;
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_sprites[i]._cameo = true;
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_sprites[i]._cameoFrame = p + 1;
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_sprites[i]._missile = false;
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_sprites[i]._wipe = false;
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return;
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}
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}
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}
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void ShootEmUp::showStock(byte index) {
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if (_escaping && (index == _escapeStock)) {
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_vm->_graphics->seuDrawPicture(index * 90 + 20, 30, kStocks + 2);
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return;
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}
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if (_stockStatus[index] > 5)
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return;
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_vm->_graphics->seuDrawPicture(index * 90 + 20, 30, kStocks + _stockStatus[index]);
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_stockStatus[index] = 1 - _stockStatus[index];
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}
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void ShootEmUp::drawNumber(int number, int size, int x) {
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for (int i = 0; i < size - 1; i++) {
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int divisor = 10;
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for (int j = 0; j < size - 2 - i; j++)
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divisor *= 10;
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char value = number / divisor;
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_vm->_graphics->seuDrawPicture(x + i * 10, 0, value);
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number -= value * divisor;
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}
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_vm->_graphics->seuDrawPicture(x + (size - 1) * 10, 0, number % 10);
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}
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void ShootEmUp::showScore() {
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drawNumber(_score, 5, 40);
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}
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void ShootEmUp::showTime() {
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drawNumber(_time, 3, 140);
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}
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void ShootEmUp::gain(int8 howMuch) {
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if ((_score + howMuch) < 0) // howMuch can be negative!
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_score = 0;
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else
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_score += howMuch;
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showScore();
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}
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void ShootEmUp::newEscape() {
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_escapeCount = _vm->_rnd->getRandomNumber(17) * 20;
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_escaping = false;
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}
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void ShootEmUp::nextPage() {
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_vm->_graphics->drawNormalText("Press a key for next page >", _vm->_font, 8, 400, 190, kColorWhite);
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_vm->_graphics->refreshScreen();
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while (!_vm->shouldQuit()) {
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Common::Event event;
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_vm->getEvent(event);
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if (event.type == Common::EVENT_KEYDOWN) {
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break;
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}
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}
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_vm->_graphics->blackOutScreen();
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}
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void ShootEmUp::instructions() {
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_vm->_graphics->blackOutScreen();
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_vm->_graphics->seuDrawPicture(25, 25, kFacingRight);
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_vm->_graphics->drawNormalText("< Avvy, our hero, needs your help - you must move him around.", _vm->_font, 8, 60, 35, kColorWhite);
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_vm->_graphics->drawNormalText("(He''s too terrified to move himself!)", _vm->_font, 8, 80, 45, kColorWhite);
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_vm->_graphics->drawNormalText("Your task is to prevent the people in the stocks from escaping", _vm->_font, 8, 0, 75, kColorWhite);
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_vm->_graphics->drawNormalText("by pelting them with rotten fruit, eggs and bread. The keys are:", _vm->_font, 8, 0, 85, kColorWhite);
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_vm->_graphics->drawNormalText("LEFT SHIFT", _vm->_font, 8, 80, 115, kColorWhite);
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_vm->_graphics->drawNormalText("Move left.", _vm->_font, 8, 200, 115, kColorWhite);
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_vm->_graphics->drawNormalText("RIGHT SHIFT", _vm->_font, 8, 72, 135, kColorWhite);
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_vm->_graphics->drawNormalText("Move right.", _vm->_font, 8, 200, 135, kColorWhite);
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_vm->_graphics->drawNormalText("ALT", _vm->_font, 8, 136, 155, kColorWhite);
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_vm->_graphics->drawNormalText("Throw something.", _vm->_font, 8, 200, 155, kColorWhite);
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nextPage();
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_vm->_graphics->seuDrawPicture(25, 35, kStocks);
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_vm->_graphics->drawNormalText("This man is in the stocks. Your job is to stop him getting out.", _vm->_font, 8, 80, 35, kColorWhite);
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_vm->_graphics->drawNormalText("UNFORTUNATELY... the locks on the stocks are loose, and every", _vm->_font, 8, 88, 45, kColorWhite);
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_vm->_graphics->drawNormalText("so often, someone will discover this and try to get out.", _vm->_font, 8, 88, 55, kColorWhite);
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_vm->_graphics->seuDrawPicture(25, 85, kStocks + 2);
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_vm->_graphics->drawNormalText("< Someone who has found a way out!", _vm->_font, 8, 80, 85, kColorWhite);
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_vm->_graphics->drawNormalText("You MUST IMMEDIATELY hit people smiling like this, or they", _vm->_font, 8, 88, 95, kColorWhite);
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_vm->_graphics->drawNormalText("will disappear and lose you points.", _vm->_font, 8, 88, 105, kColorWhite);
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_vm->_graphics->seuDrawPicture(25, 125, kStocks + 5);
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_vm->_graphics->seuDrawPicture(25, 155, kStocks + 4);
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_vm->_graphics->drawNormalText("< Oh dear!", _vm->_font, 8, 80, 125, kColorWhite);
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nextPage();
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_vm->_graphics->drawNormalText("Your task is made harder by:", _vm->_font, 8, 0, 35, kColorWhite);
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_vm->_graphics->seuDrawPicture(25, 55, 48);
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_vm->_graphics->drawNormalText("< Yokels. These people will run in front of you. If you hit", _vm->_font, 8, 60, 55, kColorWhite);
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_vm->_graphics->drawNormalText("them, you will lose MORE points than you get hitting people", _vm->_font, 8, 68, 65, kColorWhite);
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_vm->_graphics->drawNormalText("in the stocks. So BEWARE!", _vm->_font, 8, 68, 75, kColorWhite);
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_vm->_graphics->drawNormalText("Good luck with the game!", _vm->_font, 8, 80, 125, kColorWhite);
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nextPage();
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}
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void ShootEmUp::setup() {
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_vm->_graphics->blackOutScreen();
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newEscape();
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for (int i = 0; i < 7; i++) {
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_stockStatus[i] = _vm->_rnd->getRandomNumber(1);
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showStock(i);
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}
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// Set up status line:
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_vm->_graphics->seuDrawPicture(0, 0, 16); // Score:
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showScore(); // Value of score (00000 here).
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_vm->_graphics->seuDrawPicture(110, 0, 19); // Time:
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showTime(); // Value of time.
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_vm->_graphics->refreshScreen();
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// From the original core cycle:
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initRunner(20, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2);
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initRunner(600, 70, 48, 54, _vm->_rnd->getRandomNumber(4) + 1, _vm->_rnd->getRandomNumber(3) - 2);
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initRunner(600, 100, 61, 67, (-(int8)_vm->_rnd->getRandomNumber(4)) + 1, _vm->_rnd->getRandomNumber(3) - 2);
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initRunner(20, 100, 61, 67, (-(int8)_vm->_rnd->getRandomNumber(4)) + 1, _vm->_rnd->getRandomNumber(3) - 2);
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}
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void ShootEmUp::initRunner(int16 x, int16 y, byte f1, byte f2, int8 ix, int8 iy) {
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for (int i = 0; i < 4; i++) {
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if (_running[i]._x == kFlag) {
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_running[i]._x = x;
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_running[i]._y = y;
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_running[i]._frame = f1;
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_running[i]._tooHigh = f2;
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_running[i]._lowest = f1;
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_running[i]._ix = ix;
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_running[i]._iy = iy;
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if ((ix == 0) && (iy == 0))
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_running[i]._ix = 2; // To stop them running on the spot!
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_running[i]._frameDelay = kFrameDelayMax;
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return;
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||||
}
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||||
}
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||||
}
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||||
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void ShootEmUp::moveAvvy() {
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if (_avvyWas < _avvyPos)
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_avvyFacing = kFacingRight;
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else if (_avvyWas > _avvyPos)
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_avvyFacing = kFacingLeft;
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|
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if (!_firing) {
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if (_avvyWas == _avvyPos)
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_avvyAnim = 1;
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else {
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_avvyAnim++;
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if (_avvyAnim == 6)
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_avvyAnim = 0;
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||||
}
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||||
}
|
||||
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if (_avvyFacing == kAvvyShoots)
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define(_avvyPos, kAvvyY, kShooting[_avvyAnim], 0, 0, 1, false, true);
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else
|
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define(_avvyPos, kAvvyY, _avvyAnim + _avvyFacing, 0, 0, 1, false, true);
|
||||
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||||
_avvyWas = _avvyPos;
|
||||
|
||||
if (_avvyFacing == kAvvyShoots) {
|
||||
if (_avvyAnim == 6) {
|
||||
_avvyFacing = _wasFacing;
|
||||
_avvyAnim = 0;
|
||||
_firing = false;
|
||||
} else
|
||||
_avvyAnim++;
|
||||
}
|
||||
}
|
||||
|
||||
void ShootEmUp::readKbd() {
|
||||
Common::Event event;
|
||||
_vm->getEvent(event);
|
||||
|
||||
if ((event.type == Common::EVENT_KEYUP) && ((event.kbd.keycode == Common::KEYCODE_LALT) || (event.kbd.keycode == Common::KEYCODE_RALT))) {
|
||||
// Don't let the player fire continuously by holding down one of the ALT keys.
|
||||
_altWasPressedBefore = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_firing) // So you can't stack up shots while the shooting animation plays.
|
||||
return;
|
||||
|
||||
if (event.type == Common::EVENT_KEYDOWN) {
|
||||
switch (event.kbd.keycode) {
|
||||
case Common::KEYCODE_LALT: // Alt was pressed - shoot!
|
||||
case Common::KEYCODE_RALT: // Falltrough is intended.
|
||||
if (_altWasPressedBefore || (_count321 != 0))
|
||||
return;
|
||||
|
||||
_altWasPressedBefore = true;
|
||||
_firing = true;
|
||||
define(_avvyPos + 27, kAvvyY + 5, _throwNext, 0, -2, 53, true, true);
|
||||
_throwNext++;
|
||||
if (_throwNext == 79)
|
||||
_throwNext = 73;
|
||||
_avvyAnim = 0;
|
||||
_wasFacing = _avvyFacing;
|
||||
_avvyFacing = kAvvyShoots;
|
||||
return;
|
||||
case Common::KEYCODE_RSHIFT: // Right shift: move right.
|
||||
_avvyPos += 5;
|
||||
if (_avvyPos > kRightMargin)
|
||||
_avvyPos = kRightMargin;
|
||||
return;
|
||||
case Common::KEYCODE_LSHIFT: // Left shift: move left.
|
||||
_avvyPos -= 5;
|
||||
if (_avvyPos < kLeftMargin)
|
||||
_avvyPos = kLeftMargin;
|
||||
return;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShootEmUp::animate() {
|
||||
if (_vm->_rnd->getRandomNumber(9) == 1)
|
||||
showStock(getStockNumber(_vm->_rnd->getRandomNumber(5)));
|
||||
for (int i = 0; i < 7; i++) {
|
||||
if (_stockStatus[i] > 5) {
|
||||
_stockStatus[i]--;
|
||||
if (_stockStatus[i] == 8) {
|
||||
_stockStatus[i] = 0;
|
||||
showStock(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShootEmUp::collisionCheck() {
|
||||
for (int i = 0; i < 99; i++) {
|
||||
if ((_sprites[i]._x != kFlag) && (_sprites[i]._missile) &&
|
||||
(_sprites[i]._y < 60) && (_sprites[i]._timeout == 1)) {
|
||||
int distFromSide = (_sprites[i]._x - 20) % 90;
|
||||
int thisStock = (_sprites[i]._x - 20) / 90;
|
||||
if ((!_hasEscaped[thisStock]) && (distFromSide > 17) && (distFromSide < 34)) {
|
||||
_vm->_sound->playNote(999, 3);
|
||||
_vm->_system->delayMillis(3);
|
||||
define(_sprites[i]._x + 20, _sprites[i]._y, 25 + _vm->_rnd->getRandomNumber(1), 3, 1, 12, false, true); // Well done!
|
||||
define(thisStock * 90 + 20, 30, 30, 0, 0, 7, false, false); // Face of man
|
||||
defineCameo(thisStock * 90 + 20 + 10, 35, 40, 7); // Splat!
|
||||
define(thisStock * 90 + 20 + 20, 50, 33 + _vm->_rnd->getRandomNumber(4), 0, 2, 9, false, true); // Oof!
|
||||
_stockStatus[thisStock] = 17;
|
||||
gain(3); // Score for hitting a face.
|
||||
|
||||
if (_escaping && (_escapeStock = thisStock)) { // Hit the escaper.
|
||||
_vm->_sound->playNote(1777, 1);
|
||||
_vm->_system->delayMillis(1);
|
||||
gain(5); // Bonus for hitting escaper.
|
||||
_escaping = false;
|
||||
newEscape();
|
||||
}
|
||||
} else {
|
||||
define(_sprites[i]._x, _sprites[i]._y, 82 + _vm->_rnd->getRandomNumber(2), 2, 2, 17, false, true); // Missed!
|
||||
if ((!_hasEscaped[thisStock]) && (distFromSide > 3) && (distFromSide < 43)) {
|
||||
define(thisStock * 90 + 20, 30, 29, 0, 0, 7, false, false); // Face of man
|
||||
if (distFromSide > 35)
|
||||
defineCameo(_sprites[i]._x - 27, 35, 40, 7); // Splat!
|
||||
else
|
||||
defineCameo(_sprites[i]._x - 7, 35, 40, 7);
|
||||
_stockStatus[thisStock] = 17;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShootEmUp::turnAround(byte who, bool randomX) {
|
||||
if (randomX) {
|
||||
int8 ix = (_vm->_rnd->getRandomNumber(4) + 1);
|
||||
if (_running[who]._ix > 0)
|
||||
_running[who]._ix = -(ix);
|
||||
else
|
||||
_running[who]._ix = ix;
|
||||
} else
|
||||
_running[who]._ix = -(_running[who]._ix);
|
||||
|
||||
_running[who]._iy = -(_running[who]._iy);
|
||||
}
|
||||
|
||||
void ShootEmUp::bumpFolk() {
|
||||
for (int i = 0; i < 4; i++) {
|
||||
if (_running[i]._x != kFlag) {
|
||||
for (int j = i + 1; j < 4; j++) {
|
||||
bool overlaps = overlap(_running[i]._x, _running[i]._y, _running[i]._x + 17, _running[i]._y + 24,
|
||||
_running[j]._x, _running[j]._y, _running[j]._x + 17, _running[j]._y + 24);
|
||||
if ((_running[i]._x != kFlag) && overlaps) {
|
||||
turnAround(i, false); // Opp. directions.
|
||||
turnAround(j, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShootEmUp::peopleRunning() {
|
||||
if (_count321 != 0)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
if (_running[i]._x != kFlag) {
|
||||
if (((_running[i]._y + _running[i]._iy) <= 53) || ((_running[i]._y + _running[i]._iy) >= 120))
|
||||
_running[i]._iy = -(_running[i]._iy);
|
||||
|
||||
byte frame = 0;
|
||||
if (_running[i]._ix < 0)
|
||||
frame = _running[i]._frame - 1;
|
||||
else
|
||||
frame = _running[i]._frame + 6;
|
||||
define(_running[i]._x, _running[i]._y, frame, 0, 0, 1, false, true);
|
||||
|
||||
if (_running[i]._frameDelay == 0) {
|
||||
_running[i]._frame++;
|
||||
if (_running[i]._frame == _running[i]._tooHigh)
|
||||
_running[i]._frame = _running[i]._lowest;
|
||||
_running[i]._frameDelay = kFrameDelayMax;
|
||||
_running[i]._y += _running[i]._iy;
|
||||
} else
|
||||
_running[i]._frameDelay--;
|
||||
|
||||
if (((_running[i]._x + _running[i]._ix) <= 0) || ((_running[i]._x + _running[i]._ix) >= 620))
|
||||
turnAround(i, true);
|
||||
|
||||
_running[i]._x += _running[i]._ix;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShootEmUp::updateTime() {
|
||||
if (_count321 != 0)
|
||||
return;
|
||||
|
||||
_timeThisSecond++;
|
||||
|
||||
if (_timeThisSecond < kTimesASecond)
|
||||
return;
|
||||
|
||||
_time--;
|
||||
showTime();
|
||||
_timeThisSecond = 0;
|
||||
|
||||
if (_time <= kFlashTime) {
|
||||
int timeMode = 0;
|
||||
if ((_time % 2) == 1)
|
||||
timeMode = 19; // Normal 'Time:'
|
||||
else
|
||||
timeMode = 85; // Flash 'Time:'
|
||||
|
||||
_vm->_graphics->seuDrawPicture(110, 0, timeMode);
|
||||
}
|
||||
}
|
||||
|
||||
void ShootEmUp::hitPeople() {
|
||||
if (_count321 != 0)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < 99; i++) {
|
||||
if ((_sprites[i]._missile) && (_sprites[i]._x != kFlag)) {
|
||||
for (int j = 0; j < 4; j++) {
|
||||
|
||||
bool overlaps = overlap(_sprites[i]._x, _sprites[i]._y, _sprites[i]._x + 7, _sprites[i]._y + 10,
|
||||
_running[j]._x, _running[j]._y, _running[j]._x + 17, _running[j]._y + 24);
|
||||
|
||||
if ((_running[j]._x != kFlag) && (overlaps)) {
|
||||
_vm->_sound->playNote(7177, 1);
|
||||
_sprites[i]._x = kFlag;
|
||||
gain(-5);
|
||||
define(_running[j]._x + 20, _running[j]._y + 3, 33 + _vm->_rnd->getRandomNumber(5), 1, 3, 9, false, true); // Oof!
|
||||
define(_sprites[i]._x, _sprites[i]._y, 82, 1, 0, 17, false, true); // Oops!
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShootEmUp::escapeCheck() {
|
||||
if (_count321 != 0)
|
||||
return;
|
||||
|
||||
if (_escapeCount > 0) {
|
||||
_escapeCount--;
|
||||
return;
|
||||
}
|
||||
|
||||
// Escape_count = 0; now what ?
|
||||
|
||||
if (_escaping) {
|
||||
if (_gotOut) {
|
||||
newEscape();
|
||||
_escaping = false;
|
||||
_vm->_graphics->seuDrawPicture(_escapeStock * 90 + 20, 30, kStocks + 4);
|
||||
} else {
|
||||
_vm->_graphics->seuDrawPicture(_escapeStock * 90 + 20, 30, kStocks + 5);
|
||||
_escapeCount = 20;
|
||||
_gotOut = true;
|
||||
define(_escapeStock * 90 + 20, 50, 24, 0, 2, 17, false, true); // Escaped!
|
||||
gain(-10);
|
||||
_hasEscaped[_escapeStock] = true;
|
||||
|
||||
_howManyHaveEscaped++;
|
||||
|
||||
if (_howManyHaveEscaped == 7) {
|
||||
_vm->_graphics->seuDrawPicture(266, 90, 23);
|
||||
_time = 0;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
_escapeStock = getStockNumber(_vm->_rnd->getRandomNumber(6));
|
||||
_escaping = true;
|
||||
_gotOut = false;
|
||||
_vm->_graphics->seuDrawPicture(_escapeStock * 90 + 20, 30, kStocks + 2); // Smiling!
|
||||
_escapeCount = 200;
|
||||
}
|
||||
}
|
||||
|
||||
void ShootEmUp::check321() {
|
||||
if (_count321 == 0)
|
||||
return;
|
||||
|
||||
_count321--;
|
||||
|
||||
switch (_count321) {
|
||||
case 84:
|
||||
define(320, 60, 15, 2, 1, 94, false, true);
|
||||
break;
|
||||
case 169:
|
||||
define(320, 60, 14, 0, 1, 94, false, true);
|
||||
break;
|
||||
case 254:
|
||||
define(320, 60, 13, -2, 1, 94, false, true);
|
||||
define(0, 100, 17, 2, 0, 254, false, true);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
} // End of namespace Avalanche
|
||||
Reference in New Issue
Block a user